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ArnoldZokas 0fed55ab65 Optimised protos directory paths 15 years ago
benchmarks 7a66a6d3f4 Benchmark data update. 16 years ago
build 0fed55ab65 Optimised protos directory paths 15 years ago
lib 7a9ef8725e Added NUnit 2.2.8.0 to lib 15 years ago
mono 1a79d04d25 Mono build file improvements and readme 16 years ago
protos 57599ef16d A few stylistic issues 15 years ago
src 8d585d9e67 Added 'Debug_Silverlight2' and 'Release_Silverlight2' configurations to all projects 15 years ago
testdata bceed3c198 Commit earlier deletes 16 years ago
.gitignore 1fcb719003 Migrated target '_GenerateSource' 15 years ago
license.txt 7f419b131d Added license file 15 years ago
readme.txt 7f419b131d Added license file 15 years ago
todo.txt 57599ef16d A few stylistic issues 15 years ago

readme.txt

Welcome to the C# port of Google Protocol Buffers, written by Jon Skeet
(skeet@pobox.com) based on the work of many talented people.

For more information about this port, visit its homepage:
http://protobuf-csharp-port.googlecode.com

For more information about Protocol Buffers in general, visit the
project page for the C++, Java and Python project:
http://protobuf.googlecode.com


Release 0.9.1
-------------

Fix to release 0.9:

- Include protos in binary download
- Fix issue 10: incorrect encoding of packed fields when serialized
size wasn't fetched first


Release 0.9
-----------

Due to popular demand, I have built a version of the binaries to put
on the web site. Currently these are set at assembly version 0.9,
and an assembly file version of 0.9. This should be seen as a mark
of the readiness of the release process more than the stability of
the code. As far as I'm aware, the code itself is perfectly fine: I
certainly have plans for more features particularly around making
code generation simpler, but you should feel confident about the
parsing and serialization of messages produced with this version of
the library. Of course, if you do find any problems, *please* report
them at the web site.

Currently the downloadable release is built with the snk file which
is in the open source library. I am considering having a privately
held key so that you can check that you're building against a
"blessed" release - feedback on this (and any other aspect of the
release process) is very welcome.